TECHNICAL FIELD
[0001] The present invention is related to a technique capable of improving reality in role
playing games and the like.
TECHNICAL BACKGROUND
[0002] Very recently, entertainment apparatuses such as video game machines are widely popularized
in homes. In entertainment apparatuses, since game programs which are read out from
storage media such as CD-ROMs and DVD-ROMs, or via communication media such as communication
lines are executed, various sorts of games can be enjoyed.
[0003] Generally speaking, for instance, as to such a sort of games known as a role playing
game (PRG), an adventure game (AVG), and a simulation game (SLG), virtual worlds are
formed in these games. Then, since game players operate controllers and the like connected
to the entertainment apparatuses with respect to characters appeared in these virtual
worlds, the game players can cause these characters to act in various manners. In
response to operation contents of the game players, the entertainment apparatuses
may provide various story developments to the game players, while changing the contents
of the game stories.
[0004] Among these sorts of games, there is such a game capable of handling various events
which essentially occur in the realistic world, for example, a game story is changed
in accordance with emotional feelings, attitudes, and the like of characters. In such
a game, while statuses of one character such as emotional feelings and attitudes are
processed in a data form, a game player is required to issue such operation contents
which may reflect emotional feelings and attitudes of other characters.
DISCLOSURE OF THE INVENTION
[0005] On the other hand, in general, in virtual worlds which are handled in stories of
games, reproducibility of abstract conceptional ideas (for example, atmosphere of
scene in realistic world) could not be sufficiently realized. For instance, in the
case that a plurality of persons are collected in a realistic world, these persons
should make speech and actions by considering not only personal emotional feelings/attitudes,
but also atmospheres of the relevant scenes.
[0006] However, since the conceptional ideas such as the atmospheres of the scenes are not
handled in the conventional games, the game players could not recognize the atmospheres
of the scenes contained in the games, so that this factor may loose reality of these
games.
[0007] An object of the present invention is to realize that in an application program operated
on an information processing apparatus such as an entertainment apparatus, especially,
in a game program, a conceptional idea related to an atmosphere of a scene can be
handled.
[0008] To solve the above-described problem, a game system, according to the present invention,
is featured by such a game system comprising: calculation means and storage means;
in which: the calculation means performs a calculation based upon both a game program
and data, which are stored in the storage means so as to produce a virtual world,
and a character is caused to act within the virtual world so as to progress a game
story; wherein: the calculation means judges an atmosphere of a scene of the virtual
world, and represents information related to the judged atmosphere of the scene.
[0009] In this game system, while statuses of the respective characters who appear in the
game are managed, the atmospheres of the scenes may be judged in response to the statuses
of these characters who appear in this scene.
[0010] Alternatively, a sort of operations which can be carried out by a character may be
changed based upon an atmosphere of a scene.
BRIEF DESCRIPTION OF THE DRAWINGS
[0011] Fig. 1 is a diagram for representing an outer view of an entertainment apparatus
according to an embodiment mode of the present invention.
[0012] Fig. 2 is a diagram for illustrating a controller 20 shown in Fig. 1.
[0013] Fig. 3 is a diagram for explaining such values which can be entered by employing
operation shafts 31a and 32a of the controller 20 indicated in Fig. 1.
[0014] Fig. 4 is a schematic block diagram for representing an arrangement of the entertainment
apparatus.
[0015] Fig. 5 is a diagram for explaining a data structure of an optical disk loaded on
a disk loading unit.
[0016] Fig. 6 is a schematic block diagram for indicating a software structure constituted
on the entertainment apparatus.
[0017] Fig. 7 is a diagram for explaining one example of a character status table 811.
[0018] Fig. 8 is a diagram for explaining one example of a character relationship table
812.
[0019] Fig. 9 is a diagram for explaining one example of an atmosphere judging rule 813.
[0020] Fig. 10 is a flow chart for explaining operations of an atmosphere judging unit 803
when an atmosphere judging process operation is requested by a game processing unit
802.
[0021] Fig. 11 is a diagram for showing an example of one scene of a game in which an atmosphere
is expressed.
BEST MODE FOR CARRYING OUT THE INVENTION
[0022] Subsequently, a description will now be made of an embodiment mode of the present
invention.
[0023] First, a description is made of a hardware structure of an entertainment apparatus
according to an embodiment mode of the present invention.
[0024] In Fig. 1, there is shown an outer view of the entertainment apparatus according
to the embodiment mode of the present invention.
[0025] This entertainment apparatus reads out a game program which is recorded on an optical
disk and the like such as a CD-ROM, and a DVD-ROM, and then, executes this read game
program in response to an instruction issued from a game player. It should be noted
that an execution of a game mainly implies the following operations. That is, in response
to an instruction issued from a game player, an object to be operated (for example,
object indicative of player character) is moved. This object is displayed on a display
screen of a display apparatus (for instance, television apparatus) connected to the
entertainment apparatus. While the object is moved, both a display of a moving image
and a voice are controlled, so that this game is advanced.
[0026] As indicated in this drawing, a main body 2 of the entertainment apparatus 1 is provided
with a disk loading (mounting) unit 3, a reset switch 4 for resetting a game, a power
supply switch 5, a disk operation switch 6, and also, for example, two slot units
7A and 7B. The disk loading unit 3 is positioned at a center portion of this main
body 2, and is used to load thereon an optical disk such as a CD-ROM and a DVD-ROM,
corresponding to a recording medium for supplying an application program such as a
television game, and multimedia data. The disk operation switch 6 is to manipulate
loading of the optical disk.
[0027] Since two sets of controllers 20 may be connected to the slot units 7A and 7B, two
persons of players may play games such as a fighting game (confrontation game) and
the like. Also, a memory card apparatus 26 and/or a portable electronic appliance
100 may be loaded to these slot units 7A and 7B. The memory card apparatus 26 may
save (store) thereinto game data, and may read therefrom the game data. The portable
electronic appliance 100 can execute a game independent of the main body 2.
[0028] The controller 20 contains a first operation unit 21, a second operation unit 22,
and an L-button 23L, and an R-button 23R, a start button 24, and a selection button
25. Furthermore, this controller 20 is provided with analog operation units 31/32
capable of performing analog operations, a mode selection switch 33 for selecting
operation modes of these operation units 31/32, and a display unit 34 for displaying
a selected operation mode.
[0029] As shown in Fig. 2, the analog operation units 31 and 32 contain operation shafts
31a and 32a, which are constituted as follows. That is, these analog operation units
31 and 32 are tiltable around a predetermined fulcrum "a" with respect to a preselected
axis "b" which passes through this fulcrum "a", and further, are rotatable under tilted
condition. The controller 20 senses inclinations (gradients) of the operation shafts
31a and 32a with respect to the axis "b", and also senses inclination directions of
the operation shafts 31a and 32a, and then outputs signals in correspondence with
coordinate values on an X-Y coordinate system. These coordinate values are determined
based upon these sensed inclinations and inclination directions. As indicated in Fig.
3, as to these coordinate values, a coordinate value along a Y (vertical) direction
is expressed by a value of 256 steps defined from "0" to "255" in response to inclinations
of the operation shafts 31a/32a along upper/lower directions, whereas a coordinate
value along an X (horizontal) direction is expressed by a value of 256 steps defined
from "0" to "255" in response to inclinations of the operation shafts 31a/32a along
right/left directions.
[0030] Next, Fig. 4 represents an arrangement of the entertainment apparatus 1.
[0031] As indicated in this drawing, this entertainment apparatus 1 is arranged by a control
system 50, a graphic system 60, a sound system 70, an optical disk control unit 80,
a communication control unit 90, and a bus BUS via which the above-described systems/units
are connected to the entertainment apparatus 1. The control system 50 is constituted
by a central processing unit (CPU) 51, and peripheral apparatus thereof. The graphic
system 60 is constituted by a graphic processing unit (GPU) 62 for performing an image
drawing in a frame buffer 63. The sound system 70 is constituted by a sound processing
unit (SPU) 71 for producing an audio signal such as music sound and effect sound.
The optical disk control unit 80 controls such an optical disk on which an application
program and multimedia data are recorded. The communication control unit 90 controls
signal inputs from the controller 20 into which an instruction is entered from a game
player, and controls data input/output from either the memory card 26 or the portable
electronic appliance 100, which stores thereinto setting of a game.
[0032] The control system 50 is equipped with the CPU 51, the peripheral device control
unit 52, a main memory (main storage apparatus) 53, and a read-only memory (ROM) 54.
The peripheral device control unit 52 executes an interrupt control and a control
of a direct memory access (DMA) transfer operation. The ROM 54 stores thereinto such
a program (so-called "operating system") used to manage the main memory 53, the graphic
system 60, and the sound system 70. The main memory 53 is constituted by a random
access memory (RAM).
[0033] The CPU 51 executes the operating system (OS) stored in the ROM 54 in order to control
the overall system of this entertainment apparatus 1, is constituted by, for example,
an RISC-CPU.
[0034] Then, when the power supply of this entertainment apparatus 1 is turned ON, the CPU
51 of the control system 50 executes the operating system stored in the ROM 54. As
a result, the CPU 51 controls the graphic system 60, the sound system 70, and the
like.
[0035] Also, when the operating system is executed, the CPU 51 initializes the overall system
of the entertainment apparatus 1 such as operation confirmations, and thereafter,
controls the optical disk control unit 80 so as to execute such an application program
as a game stored in the optical disk. Since this application program of the game is
executed, the CPU 51 controls the graphic system 60, the sound system 70, and the
like in response to an input entered from a game player, so that the CPU 51 controls
an image display and a generation of music sound/effect sound.
[0036] Also, the graphic system 60 is equipped with a geometry transfer engine (GTE) 61,
a GPU 62, a frame buffer 63, and an image decoder 64. The geometry transfer engine
61 performs a process operation such as a coordinate transfer operation. The GPU 62
executes a graphic operation in response to a graphic operation instruction issued
from the CPU 51. The frame buffer 63 stores thereinto an image drawn by this GPU 62.
The image decoder 64 decodes such an image data which has been compressed/encoded
by executing a quadrature transforming operation such as a discrete cosine transforming
operation.
[0037] The GTE 61 is provided with a parallel calculating mechanism for executing, for instance,
a plurality of calculations in a parallel manner, and executes either a matrix calculation
such as a coordinate transfer operation or a vector calculation. Concretely speaking,
for instance, in such a case that an application program such as a game recorded on
the optical disk utilizes a so-called "3D (three-dimensional) graphics", this GTE
61 may constitute a 3-dimensional virtual object by way of a subset of triangle-shaped
polygon. Then, the GTE 61 performs various sorts of calculations used to produce such
an image which is obtained by photographing this 3-dimensional object by using a virtual
camera. In other words, this GTE 61 executes a perspective transformation and the
like in the case that rendering is carried out (namely, calculation of coordinate
value in the case that vertexes of respective polygons for constituting 3-dimensional
object are projected on virtual camera screen).
[0038] In response to a command issued from the CPU 51, the GPU 62 forms an image by executing
the rendering of the 3-dimensional object with respect to the frame buffer 63, while
using the GTE 61, if required. Then, the GPU 62 outputs a video signal indicative
of the formed image. It should be understood that as a manner for a hidden-line removal
and a hidden-surface removal employed in rendering, the following manners are used,
i.e., the Z buffer method, the scan line method, the ray tracing method, and the like.
Also, as a shading manner for making a shade, the flat shading method, the glow shading
method, the ray tracing method, and the like are used. Further, as a manner for representing
a surface material and a pattern of surfaces of the three-dimensional object, texture
mapping may be employed.
[0039] The frame buffer 63 is arranged by a so-called "dual port RAM", by which the rendering
operation of the GPU 62, the transfer operation from the main memory, and the data
reading operation from the main memory for display purposes can be carried out at
the same time. In addition to the image area in which the rendering operation and
the reading operation for the display purpose are carried out, a texture area is provided
in this frame buffer 63, into which a texture used in the above-explained texture
mapping is stored.
[0040] The image decoder 64 decodes either image data of a still picture or image data of
a moving picture, which are stored in the main memory 53, and then stores the decoded
image data into the main memory 53 under control of the CPU 51, Also, since this reproduced
image data is stored via the GPU 62 into the frame buffer 63, this reproduced image
data may be utilized as a background of an image which is rendering-processed by the
above-mentioned GPU 62.
[0041] The sound system 70 is equipped with an SPU 71 and a sound buffer 72. The SPU 71
outputs such an audio signal as music sound/effect sound in response to an instruction
issued from the CPU 51. The sound buffer 72 is to store thereinto waveform data and
the like, which are processed by this SPU 71.
[0042] The SPU 71 is provided with an ADPCM (adaptive differential pulse code modulation)
decoding function, a reproducing function, and a modulating function, and the like.
The ADPCM decoding function may reproduce the speech (voice) data which is processed
by the ADPCM operation. The reproducing function may reproduce the waveform data stored
in the sound buffer 72, so that the audio signal such as the effect sound may be reproduced
to be outputted. The modulating function may modulate the waveform data stored in
the sound buffer 72. Since such functions are provided, this sound system 70 may be
arranged as a so-called "sampling sound source" which may produce the audio signal
such as the music sound and the effect sound based upon the waveform data which are
stored in the sound buffer 72 in response to an instruction issued from the CPU 51.
[0043] The optical disk control unit 80 is equipped with an optical disk apparatus 81, a
decoder 82, and a buffer 83. The optical disk apparatus 81 reproduces a program, data,
and the like, which are recorded on the optical disk. The decoder 82 decodes a program,
data, and the like, for example, to which an error correction code (ECC) is added,
and which is recorded as the ECC-coded program/data. The buffer 83 temporarily stores
thereinto data supplied from the optical disk apparatus 81, so that the data reading
operation from the optical disk may be carried out in a high speed. A sub-CPU 84 is
connected to the decoder 82.
[0044] It should also be noted that as speech data which has been recorded on the optical
disk and is read by the optical disk apparatus 81, there is so-called "PCM data "
in addition to the above-described ADPCM data. This PCM data is produced by A/D-converting
an audio signal. After the ADPCM data is decoded by the decoder 8, the decoded ADPCM
data is supplied to the above-described SPU 71. In this SPU 71, such a process operation
as a digital-to-analog converting operation is performed as to this supplied ADPCM
data, and thereafter, the processed ADPCM data is outputted as music sound/effect
sound from an acoustic apparatus such as an audio appliance connected to this entertainment
apparatus 1. Also, such a process operation as digital-to-analog converting operation
is carried out as to PCM data in the SPU 71, and thereafter, the processed PCM data
is outputted as music sound/effect sound from the acoustic apparatus in a similar
manner.
[0045] Next, the communication control unit 90 is equipped with a communication control
machine 91 for executing a communication control operation via a bus BUS with the
CPU 51. The communication control machine 91 is provided with an operation apparatus
connecting unit 12, a memory card 26, and memory card inserting units 8A/8B. The controller
20 used to enter an instruction issued from a player is connected to the operation
apparatus connecting unit 12. The memory card 26 is employed as an auxiliary storage
apparatus capable of storing thereinto setting data of a game, and the like. The portable
electronic appliance 100 and the like are connected to the memory card inserting units
8A and 8B.
[0046] In response to an instruction sent from the communication control machine 91, the
controller 20 connected to the operation apparatus connecting unit 12 transmits the
conditions of the above-explained various buttons and the condition of the operation
unit by way of the synchronous communication manner so as to input the instruction
issued from the player. Then, the communication control machine 91 transmits the statues
of either the respective buttons or the operation unit of the controller 20 to the
CPU 51.
[0047] As a result, the instruction supplied from the player is entered into the CPU 51,
and thus, this CPU 51 executes such a process operation in accordance with this instruction
issued from the player based upon the game program and the like under execution. Concretely
speaking, the CPU 51 produces an image containing an object to be operated in conjunction
with other units of the control system 50 and the graphic system 60, and causes the
produced image to be displayed on the display screen of the display apparatus. Then,
in response to instructions issued from the game player, which are inputted in the
controller 20, the CPU 51 sequentially produces images (also, background scenes thereof
are changed, if necessary) in which display positions and display conditions of the
object to be operated are changed, and then, sequentially displays these produced
images on the display screen of the display apparatus. As a consequence, the CPU 51
produces a moving picture (moving image) as follows. That is, it seems as if the object
to be operated were operated in response to the operation content of the player, which
is inputted from the controller 20. Also, the CPU 51 controls the speech and the music
to be outputted from the voice apparatus in conjunction with the sound system 70,
if necessary.
[0048] In this case, when the program is read, the image is displayed, and/or the image
is drawn among the main memory 53, the GPU 62, the image decoder 64, and the decoder
82, the image data must be transferred in a high speed. To this end, in this entertainment
apparatus 1, as explained above, a so-called "DMA transfer operation" may be carried
out, That is to say, under control by the peripheral device control unit 52, the data
is directly transferred among the main memory 53, the GPU 62, the image decoder 64,
and the decoder 82 without via the CPU 51. As a consequence, the work load given to
the CPU 51 caused by the data transfer operation may be reduced, so that such a high
speed data transfer operation can be carried out.
[0049] Also, when the setting data of the game under execution is required to be stored,
the CPU 51 transmits this setting data to be stored to the communication control machine
91, and this communication control machine 91 writes the data transmitted from the
CPU 51 into the memory card 26 and the portable electronic appliance 100, which are
loaded on the memory card inserting unit 8A, or 8B.
[0050] In this case, a protection circuit capable of preventing the entertainment apparatus
1 from being electrically destroyed is built in the communication control machine
91. Since the memory card 26 and the portable electronic appliance 100 are separated
from the bus BUS, these memory card 26 and portable electronic appliance 100 may be
detachably loaded under such a condition that the power supply of the apparatus main
body is turned ON. As a result, in such a case that either the memory card 26 or the
portable electronic appliance 100 is short of a storage capacity, a new memory card
may be inserted without interrupting the power supply of the apparatus main body.
Accordingly, while such game data required to be backed up is not lost, such a new
memory card may be loaded and the necessary data may be written into this new memory
card.
[0051] It should also be noted that both a parallel I/O interface (FIO) 96 and a serial
I/O interface (SIO) 97 correspond to such interfaces used to connect the memory card
26 and the portable electronic appliance 100 to the entertainment apparatus 1.
[0052] As described above, the hardware structure of the entertainment apparatus 1 has been
explained.
[0053] Next, in the entertainment apparatus 1 with employment of the above-explained structure,
a description will now be made of a game which is realized by such that the CPU 51
executes an application program read out from the optical disk loaded on the disk
loading unit 3.
[0054] It should also be noted that games which are realized by the entertainment apparatus
1 according to this embodiment mode, correspond to such games as a PRG (role playing
game), an AVG (adventure game), and an SLG (simulation game), namely, while subsequent
developments of a game are changed in response to an instruction of a game player,
which is accepted via the controller 20, a story of this game is progressed. Both
a game screen and an instruction selection screen are displayed on the display screen
of the display apparatus. The game screen displays a picture (game picture, or game
video) which represents a story progressed in response to an instruction content of
a player. The instruction selection screen is used to instruct/select developments
of the story by the player via the controller 20. As a result, while the player confirms
the story via the game screens displayed on the display screen, the player may enjoy
developments of various stories by issuing a desirable instruction via the designation/selection
screen, or by selecting a desirable item.
[0055] First, a data structure of an optical disk will now be explained.
[0056] Fig. 5 is a diagram for explaining a data structure of an optical disk loaded on
the disk loading unit 3.
[0057] As shown in this drawing, an application program 501 used to realize a game, a data
table 502 to which the application program 501 refers while calculating an atmosphere,
and also various sorts of data (namely, picture data, voice data, character data,
and the like) 503 which are used by the application program 501 are recorded on the
optical disk,
[0058] Next, a description will now be made of a software structure constructed on the entertainment
apparatus 1.
[0059] Fig. 6 is a schematic block diagram for representing a software construction constituted
on the entertainment apparatus 1. It should be understood that the .respective structural
elements shown in this drawing are embodied as a process and the like by that the
CPU 51 executes an application program 501. This application program 501 is read out
from the optical disk loaded on the disk loading unit 3 by the optical disk control
unit 130, and then is loaded on the main memory 53. While these software structural
elements are read, the various sorts of data 503 stored in the optical disk are read
out, if required, and then, the read data are stored in the main memory 53.
[0060] In Fig. 6, an operation accepting unit 801 may be realized by that the CPU 51 uses
the communication control machine 91. The operation accepting unit 801 transfers an
instruction of a game player, which is accepted via the controller 20, to a game processing
unit 802.
[0061] The game processing unit 802 reads out necessary data from the main memory 53 in
order to progress a game story in response to the instruction of the player, which
is notified from the operation accepting unit 801. Then, the game processing unit
802 produces game image data containing a picture indicative of the story. Thereafter,
the game processing unit 802 transfers the produced each screen data to a display
control unit 804.
[0062] It should also be noted that the process operations executed in this game processing
unit 802 are basically identical to the process operations which are required in the
existing games of the PRG, the AVG, and the SLG.
[0063] An atmosphere judging unit 803 accepts an atmosphere judging request issued from
the game processing unit 802, and judges an atmosphere of a relevant scene in a virtual
world present in a story progress with reference to a data table 805.
[0064] The display control unit 804 may be realized by using the GPU 62 by the CPU 51. This
display control unit 804 executes a synthesizing process operation with respect to
image data which is transferred from the game processing unit 802 so as to produce
display screen data. Then, the produced display screen data is outputted to the display
apparatus. Upon receipt of this display image data, the display apparatus displays
such an image on the display screen in accordance with the display image data.
[0065] The data table 805 contains a character status table (TBL) 811, a character relationship
table (TBL) 812, and an atmosphere judging rule 813.
[0066] The character status table TBL 811 corresponds to such a table for storing thereinto
statuses of characters appearing in a game. These character statuses are managed every
character. The character statuses table TBL 811 may be made of, for example, such
a structure as shown in Fig. 7.
[0067] In this drawing, the character status table TBL 811 is provided with a character
name 8111, an attribute 8112, a status 8113, a physical strength value 8114, and an
emotional strength value 8115.
[0068] The character name 8111 corresponds to such an item used to identify a name of a
character which is indicated by a status table. Names which have been previously determined
with respect to a game story are set into the character name 8111.
[0069] In the attribute 8112, attributes of characters are set. For instance, when a "school"
is set as a game scene, a "pupil", a "teacher", a "chairperson", and the like may
be set as these attributes. As to this item, attributes which have been previously
determined on the game story are set.
[0070] As to the status 8113, statuses of characters are set. As these statuses for example,
"anxious", "disappointed", "happy", "cheerful", "normal", and the like may be set.
The status 8113 is dynamically changed by the game processing unit 802 in response
to a story development. For example, when a certain character could not get a good
point of a test in view of a story development, the game processing unit 802 may change
the status 8113 from the "normal" status to the "disappointed" status.
[0071] The physical strength value 8114 corresponds to a numeral value indicative of a condition
of a physical strength of a certain character. For example, a maximum physical strength
value may be selected to be 100, and a minimum physical strength value may be selected
to be 0. The physical strength value 8114 may be dynamically changed by the game processing
unit 802 in response to a story development. For example, if a certain character trains
the martial art, then the physical strength of this character may be improved.
[0072] The emotional strength value 8115 corresponds to a numeral value indicative of a
condition of an emotional strength of a certain character. For example, a maximum
emotional strength value may be selected to be 100, and a minimum emotional strength
value may be selected to be 0. The emotional strength value 8115 may be dynamically
changed by the game processing unit 802 in response to a story development. For example,
it is possible to set the emotional strength value 8115 that if a certain character
becomes a lack of sleep, then the emotion strength of this character may be lowered.
[0073] The character relationship table TBL 812 corresponds to such a table for storing
thereinto a relationship among plural characters appeared in a game. The character
relationships are managed every a set of characters. It should also be noted that
as to a relationship between a character "A" and a character "B", both a relationship
of A to B, and a relationship of B to A may be handled as the same relationship, or
may be separately handled. The character relationship table TBL 812 may be made of
such a structure as shown in Fig. 8, for example.
[0074] In this drawing, the character relationship table TBL 812 is provided with a character
name 8121, a subject character name 8122, a relationship 8123, a friendship value
8124, and a affection value 8125.
[0075] Both the character name 8121 and the subject character name 8122 correspond to an
item used to identify a combination of characters which are indicated by the relation
table. Names which have been previously determined in view of the game story are set.
[0076] The relationship 8123 corresponds to an item used to set a relationship among the
characters established on the game story. For example, a "friend", a "close friend",
a "lover", an "enemy", and the like may be set as this relationship 8123. Also, as
to this item, relationships which are previously set in view of the game story are
set. Apparently, the game processing unit 802 may change this relationship 8123 in
accordance with a story development.
[0077] Both the friendship value 8124 and the affection value 8125 corresponds to items
used to set numeral values indicative of degrees of friendship and love among the
respective characters. As to these numeral values, for example, "100" is selected
to be a maximum value, and "0" is selected to be a minimum value. At the game starting
time, default values which are determined in view of the game story are stored in
these numeral values. After the game has commenced, the game processing unit 802 dynamically
changes these numeral values in response to the game development.
[0078] The atmosphere judging rule 813 corresponds to. such a table in which a rule for
judging an atmosphere of a scene is recorded. That is, rules which have been previously
determined in view of the game story are set as the atmosphere judging rule 813. This
atmosphere judging rule 813 may be made of, for example, such a structure as shown
in Fig. 9.
[0079] In this drawing, the atmosphere judging rule 813 is provided with a priority order
8131, a condition 8132, and an atmosphere 8133. It is so judged that an atmosphere
corresponding to a satisfied condition may be judged as an atmosphere of a scene.
In this case, the priority order 8131 represents a priority order used to judge this
condition. In other words, in such a case that a plurality of conditions can be satisfied,
it is so judged that such an atmosphere corresponding to a condition having the highest
priority order is equal to an atmosphere of a scene.
[0080] As indicated in this drawing, in this embodiment, it is so assumed that the atmosphere
8133 may be determined based upon the content of the character status table TBL 811
appeared in this scene as follows: That is, for instance, in such a case that a character
whose status 8133 is either "disappointed" or "anxious" is present in this scene,
it is so judged that the atmosphere 8133 corresponds to "dark." Apparently, the atmosphere
judging rule is not limited to this example, but may be determined by employing, for
example, the friendship value 215 and the affection value 216 contained in the character
relationship table 812, and/or may be determined based upon other parameter values
used in the game processing unit 812.
[0081] Next, a description will now be made of operations of the software structures constructed
on the entertainment apparatus 1.
[0082] The game processing unit 802 displays an atmosphere of a relevant scene via the display
apparatus to a game player, while a game story is progressed. In this embodiment,
an atmosphere of a scene may be determined based upon statuses of characters appeared
in this scene, attributes of these characters, and a relationship among these characters.
As a consequence, in the case that there is any change in the characters appeared
in this scene while the game story is progressed, the game processing unit 802 requests
the atmosphere judging unit 803 to judge the atmospheres when the scene is changed.
[0083] Fig. 10 is a flow chart for explaining operations of the atmosphere judging unit
803 in such a case that the atmosphere judging process operation is requested from
the game processing unit 802.
[0084] When the atmosphere judging unit 803 accepts a request of such an atmosphere judging
process operation (step S101), this atmosphere judging unit 803 accepts a list 300
of characters who appear in this scene from the game processing unit 802.
[0085] The atmosphere judging unit 803 which has accepted both the atmosphere judging process
request and the character list 300 acquires the statuses 8113, the attributes 8112,
the physical strength values 8114, and the emotional strength values 8115 with respect
to the characters listed in the character list 300 with reference to the character
status table TBL 811 (step S102).
[0086] Then, the atmosphere judging unit 803 judges as to whether or not the acquired character
statuses 8113 and the like may correspond to the conditions with reference to the
conditions of the atmosphere judging rule 813 (step S103). In this case, it is so
assumed that the atmosphere judging unit 803 sequentially checks the character status
in the order of such conditions having the higher priority orders, and then, determines
the atmosphere corresponding to the relevant conditions.
[0087] The atmosphere judging unit 803 transfers the determined atmosphere to the game processing
unit 802 (step S104), and then accomplishes the atmospheric judging process operation.
[0088] The game processing unit 802 which has accepted the atmosphere judged by the atmosphere
judging unit 803 arranges such a language indicative of an atmosphere of a scene on
a game screen, and displays this arranged language via the display control unit 804
on the display apparatus. Fig. 11 is an illustration for representing an example of
one scene of a game where an atmosphere is displayed. In this drawing, such an atmosphere
of a scene, i.e., "serious atmosphere" is indicated at an upper right position of
a screen.
[0089] It should be understood that the method of representing the atmosphere is not limited
to such a language, but also may be realized by employing, for instance, an icon corresponding
to an atmosphere, and a symbol of a figure.
[0090] The game processing unit 802 may apply any change to a player character, or actions
of other characters in response to an atmosphere of a scene.
[0091] For instance, in such a case that as actions with respect to other characters which
can be selected by a player character in view of a game story, "request", "encourage",
"converse", "consult", "apologize", and the like are set, if an atmosphere of a scene
corresponds to "embarrassed atmosphere", then the player character may not select
such an action of "request."
[0092] Alternatively, in the case that another character is set to say his lines in view
of a game story, if an atmosphere of a scene corresponds to "depressed atmosphere",
then this character may speak in a "low voice."
[0093] Also, for instance, under such a condition that an atmosphere of a scene corresponds
to "cheerful atmosphere", in the case that such a character whose status is "anxious"
appears and the atmosphere of this scene becomes "depressed atmosphere", the game
processing unit 802 may judge that "cheerful atmosphere" collapses, and therefore,
may lower the friendship values 215 with respect to the characters who appear in this
game story.
[0094] It should also be noted that the outer view and the hardware construction of the
entertainment apparatus according to the present invention are not limited to those
as indicated in Fig. 1, Fig. 2, and Fig. 4. Alternatively, the entertainment apparatus
of the present invention may be manufactured by employing an arrangement of a general-purpose
information processing apparatus, for example, a CPU; a memory; an external storage
apparatus such as a hard disk apparatus; a reading apparatus for reading data from
a portable storage medium such as a CD-ROM and a DVD-ROM; an input apparatus such
as a keyboard and a mouse; a display apparatus such as a display device; a data communication
apparatus for executing a communication via a network such as the Internet; and also
an interface for transmitting/receiving data among the above-explained respective
apparatuses.
[0095] Also, the program and the various sorts of data which are used to constitute the
software structure shown in Fig. 6 on the entertainment apparatus may be read out
from a storage medium having a portability characteristic via a reading apparatus,
and then may be stored into a memory, an external storage apparatus, and the like.
Furthermore, these program/various sorts of data may be downloaded from the network
via the data communication apparatus, and then, may be stored into the memory, the
external storage apparatus, and the like.
[0096] As previously described, in accordance with the present invention, the conceptional
idea related to the atmospheres of the scenes in the games can be introduced.